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Post  ichbinsehselber Tue Nov 28, 2017 3:28 pm

This is a start for an AWBW FAQ. It should be extended over time...

Questions usually asked by new players:

Specialized Questions:


Last edited by ichbinsehselber on Tue Jul 10, 2018 2:34 pm; edited 21 times in total

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Post  WalkerBoh Wed Nov 29, 2017 4:13 am

Thanks for starting this!

Here's the formula for League rating change:

P = (1 / (1 + 10^(ABS(R2_old - R1_old) / 400)))
Delta = P*k
R1_new = R1_old (+/-) delta
R2_new = R2_old (+/-) delta

Where:
k = 50 if user has <30 completed games, otherwise k = 30
R1_old & R2_old = current ratings for player 1 and player 2
R1_new * R2_new = new ratings for player 1 and player 2

Obviously there is logic to add or subtract the delta rating to the existing rating depending on the result of the game.

So as an explanation, basically the rating change is calculated logarithmically. If you have the same rating as your opponent, the base change is +25pts. If you are the winner, your rating boost scales proportionally with the rating of your opponent (higher-rated opponent = the more you get from beating them).

After 30 completed games, this base goes from +25pts to +15pts.

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Post  WalkerBoh Fri Dec 15, 2017 3:32 am

Because someone asked, here is a brief explanation of Rachel's SCOP mechanics.

Walker wrote:The missile order is: INF -> COST -> HP. Each missile's target is calculated after the preceding missile hits (so the HP missile takes into account damage from the first two missiles when picking a target). When there is a tie between two locations, the missile always picks the target that is furthest up, and then furthest to the left.

INF: This missile targets the highest quantity of the opponent's infantry + mechs. It does NOT account for unit HP or damage done to friendly units. However, an infantry or mech that is in process of capturing a city counts as 2 (it does not count if the capture is already completed).

COST: This missile targets the highest cost value of the opponent's units, taking into account the HP and base cost of the unit. For example, a 10hp tank counts as 7000, and a 5hp artillery counts as 3000. This missile DOES subtract the cost value of friendly units. In the game between excrimo and p0, for example, the missile took into account the 12000 value of p0's lander, and redirected to not hit it.

By the way, Sturm and Von Bolt's missiles use the same targeting function currently as Rachel's COST missile.

HP: The same as the cost missile, but it accounts only for HP and not the value of the unit. Once again, it will subtract the HP of friendly units when picking a target.

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Post  jackcool Thu Dec 28, 2017 3:41 am

WalkerBoh wrote:Thanks for starting this!

Here's the formula for League rating change:

P = (1 / (1 + 10^(ABS(R2_old - R1_old) / 400)))
Delta = P*k
R1_new = R1_old (+/-) delta
R2_new = R2_old (+/-) delta

Where:
k = 50 if user has <30 completed games, otherwise k = 30
R1_old & R2_old = current ratings for player 1 and player 2
R1_new * R2_new = new ratings for player 1 and player 2

Obviously there is logic to add or subtract the delta rating to the existing rating depending on the result of the game.

So as an explanation, basically the rating change is calculated logarithmically. If you have the same rating as your opponent, the base change is +25pts. If you are the winner, your rating boost scales proportionally with the rating of your opponent (higher-rated opponent = the more you get from beating them).

After 30 completed games, this base goes from +25pts to +15pts.

I think this formula is not exactly correct. According to this formula, P is always smaller than 1/2, which means Delta is always smaller than the base. However, if you beat an opponent with higher rating, your rating boost will be larger than the base. So I think P is depend on who wins the game. If the higher-rated player wins, the delta rating will be smaller than the base. If the lower-rated player wins, the delta rating will be larger than the base.

Here is my guess of the formula:
P = (1 / (1 + 10^((Winner_old - Loser_old) / 400)))
Delta = P*k
Winner_new = Winner_old + Delta
Loser_new = Loser_old - Delta

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Post  ichbinsehselber Sat Dec 30, 2017 4:36 pm

@Jackcool

how do you derive at your conclusion?
Currently the matches display the rating after the match instead of the rating before the match (which they should imo, unfortunately it seems harder to do...). So trying to verify the formula is a bit harder... - or you have to take that into account

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Post  WalkerBoh Tue Jan 02, 2018 3:15 am

jackcool wrote:
I think this formula is not exactly correct. According to this formula, P is always smaller than 1/2, which means Delta is always smaller than the base. However, if you beat an opponent with higher rating, your rating boost will be larger than the base. So I think P is depend on who wins the game. If the higher-rated player wins, the delta rating will be smaller than the base. If the lower-rated player wins, the delta rating will be larger than the base.

Here is my guess of the formula:
P = (1 / (1 + 10^((Winner_old - Loser_old) / 400)))
Delta = P*k
Winner_new = Winner_old + Delta
Loser_new = Loser_old - Delta
You're right, I didn't include all of the logic. What I left out is that there is a comparison of the winning and losing players' ratings. If the winning player has the higher rating, Delta = P*k. If the winning player has the lower rating, Delta = (1-P)*k.

I think I mentioned this in the Discord but it was never updated here.

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